Disruptor flare pack
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| Spoiler warning: This page may contain details about the gameplay that might be considered spoilers. If you wish to enjoy the content first hand, you probably shouldn't continue reading beyond this point. |
Disruptor flare pack
A utility pack that shoots disruptor flares. On impact, the flare burns a capsule of bioferrite, which creates a bright flash and a local psychic disruption. This stuns psychically sensitive creatures, revealing those that are invisible, and reducing their consciousness and movement speed for a short while. Afterwards, the flare continues to burn, lighting up a wide area for some time.
Base Stats
Apparel
- Clothing For Nudity
- False
- Coverage
- Waist
- Lifestage
- Adult
- Equip Delay
- 120 ticks (2 secs)
Ranged Combat
- Mode
- Single-Shot
- Warm-Up
- 60 ticks (1 sec)
- Range
- 22.9 tile(s)
- Accuracy
- -
- Velocity
- 40 (m/s)
- Burst Count
- 1 (per burst)
- Blast Radius
- 7.9
Creation
- Required Research
- Disruptor flares
- Skill Required
- Crafting 4
- Work To Make
- 7,200 ticks (2 mins)
- Work Speed Stat
- General Labor Speed
- defName
- Apparel_DisruptorFlarePack
- Has Quality
- False
- thingCategories
- ApparelUtility
- thingSetMakerTags
- ????
- defaultOutfitTags
- ????
- tradeTags
- ExoticMisc
The disruptor flare pack is a utility item added by the Anomaly DLC which allows the launching of disruptor flares.
Acquisition[edit]
Disruptor flare packs can be crafted at a bioferrite shaper once the Disruptor flares research project has been completed. Note that this research requires dark study to unlock. Each requires
30 Bioferrite,
1 Component, 7,200 ticks (2 mins) of work modified by the general labor speed of the crafter, and a crafting skill of 4.
Summary[edit]
A disruptor flare pack is worn in the Utility slot. Once the wearer is drafted, it can be manually activated by the player to launch a flare to target any tile within the range and within line of sight after a warm-up time of 60 ticks (1 sec). The warmup time before firing the launcher is affected by the Aiming Time stat of the wearer.
Disruptor flares inflict both a stun and the "Disruptor Flash" hediff on pawns within the 7.9 tiles of where they land when they land. The hediff applies ×90% Consciousness and ×80% Moving for 30 seconds, while the stun lasts for 120 ticks (2 secs). The magnitude of the Disruptor Flash hediff and the duration of the stun are both directly scaled by Psychic Sensitivity of the affected pawn i.e. a pawn with 200% Psychic Sensitivity would be stunned for 240 ticks (4 secs) and would have a Consciousness multiplier of 80% and a Moving multiplier of −60%. Pawns cannot be stunned again by flares while they have the Disruptor Flash hediff.
The Disruptor Flash hediff also reveals invisible pawns, such as the sightstealer and revenant or colonists under the effects of the invisibility psycast
or revenant vertebrae invisibility. Pawns cannot become invisible while they have the flare hediff but can within the radius of a preexisting flare. Note: The Hediff itself is what prevents invisibility, not the flare's light radius, and the hediff is only inflicted when the flare lands.
The flare also emits light in a 5-tile radius, sufficient to make a 3.09 radius considered "Lit". The flare on the ground lasts for 14,400 ticks (4 mins) before disappearing.
Up to six flares can be launched before the launcher must be reloaded at a cost of
5 bioferrite per flare. The process takes 60 ticks (1 sec). The flares can be reloaded individually or all at once.[Verify] The pawn will never automatically use the flare pack - instead it must be manually activated by the player. NPC's cannot use flare packs as the use pack feature on targetable packs has not been implemented for AI pawns.
Like all utility items, a disruptor flare pack is treated largely like any piece of apparel, however some exceptions exist. Utility items are worn on the waist and are mutually exclusive only with each other, regardless of the layer or coverage of other apparel worn. Additionally, utility items never become tainted, deteriorate from being worn, or inflict a worn-out or tattered mood debuff when damaged.
Analysis[edit]
Disruptor flare packs are primarily used for hunting, revealing, and destroying invisible entities, namely the Revenant. Flares will briefly stun entities, giving your colonists an opportunity to attack them and interrupting whatever action the entity was performing.
Despite the relatively low cost of disruptor flares, costing only 5 Bioferrite per flare, they are not the most cost-effective way to locate a Revenant. If unlocked, EMP grenades and/or Molotov cocktails are a more cost-effective solution for locating a Revenant, especially the former due to the long duration of the stun. Using EMP grenades, a colony can usually track and kill a Revenant in one or two stuns. That said, flares have a higher radius for tracking the Revenant compared to the small explosion area of the EMP grenades, so if time is of the essence, it may be faster to spend the Bioferrite. Flares are also unlocked for research from the moment you encounter your first Revenant, making them a decent solution if the other options haven't been unlocked yet.
Firefoam pop packs can also be used to reveal entities; if an entity is within the range of the firefoam pack when it is triggered, it will be covered by firefoam and become visible. However, due to the fact that the cost per use is relatively high compared to other options, this is not a great primary solution. Additionally, the Revenant in particular will not be stunned or take any significant amount of damage from this method, so it will likely need to be tracked down again.
Disruptor flare packs can also be utilized to make temporary illuminated areas during the Unnatural darkness Anomaly event. This can be used to make safe paths towards Noctoliths without building a line of torches or lamps towards them, saving a lot of time, and potentially resources, as each torch at minimum costs 20 Wood. Depending on the availability of Wood in the player's base biome, and their progression through Anomaly, the price of only 5 Bioferrite per flare makes this potentially a more cost-effective option.
Flares also have a general combat use - colonists equipped with backpacks can stun large groups of human or mechanoid raiders, either to buy valuable time or line them with a monstrous volley of molotovs or frag grenades.
Version history[edit]
- Anomaly DLC Release - Added.

